A cacophonist is so bad at playing his instruments that instead of providing good morals to his friends and allies, he instead brings woe and misery to those not accustomed to the noise.
The cacophonist is an archetype of the bard class, available only to namazu bards.
Noisy Auras (Su)
The cacophonist exerts an effect on enemies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The cacophonist may project one minor aura and (starting at 4th level) one major aura at a time. Projecting an aura is a swift action. The aura remains in effect until the cacophonist uses a free action to dismiss it or activates another aura of the same kind (major or minor). A cacophonist can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the cacophonist takes his first turn. Activating an aura involves being an annoyance. A cacophonist sizes up the enemy, allies, and the terrain, then gives enemies the misdirection that you can best use. Unless otherwise noted, a cacophonist’s aura affects all enemies within 15 feet who can hear the cacophonist, if an enemy leaves the aura, they immediately lose the effects. Auras are language-dependent and mind-affecting, an enemy must have an Intelligence score of 3 or higher and be able to understand the cacophonist’s language to gain the penalty. A cacophonist’s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his enemies. A cacophonist begins play knowing one minor aura of his choice. As his cacophonist level increases, he gains access to new auras, as indicated on Table 3–4: The Bard. The cacophonists gain uses of his auras per day equal to 3 + his cacophonist level, minor auras take 1 use whereas major auras take 2 uses.
When an enemy first enters an aura, they receive a Will save (DC 10 + half of the bard’s level + his Charisma modifier) to negate the effect for the next 24 hours. They must roll for each aura.
This ability modifies auras.
Minor Noisy Auras (Su)
A minor noisy aura makes enemies subtract the cacophonist’s Charisma modifier up to the cacophonist’s level (if any) to certain rolls.
- Ameture of Opportunity: Penalty to Armor Class against attacks of opportunity.
- Ameture of Tactics: Penalty on damage rolls when flanking.
- Art of Peace: Penalty on disarm, trip, bull rush, and sunder combat maneuvers.
- Blind Eye: Penalty on Reflex saves.
- Forgo Fortitude: Penalty on Fortitude saves.
- Inaccurate Strike: Penalty on rolls made to confirm critical hits.
- Under the Top: Penalty on damage rolls when charging.
- Undetermined Caster: Penalty on rolls to overcome spell resistance.
- Unmotivated Charisma: Penalty on Charisma checks and Charisma-based skill checks.
- Unmotivated Constitution: Penalty on Constitution checks and Constitution-based skill checks.
- Unmotivated Dexterity: Penalty on Dexterity checks and Dexterity-based skill checks.
- Unmotivated Intelligence: Penalty on Intelligence checks and Intelligence-based skill checks.
- Unmotivated Strength: Penalty on Strength checks and Strength-based skill checks.
- Unmotivated Wisdom: Penalty on Wisdom checks and Wisdom-based skill checks.
- Weak Force of Will: Penalty on Will saves.
This ability replaces minor auras.
Bardic Performance (Su)
When an enemy first enters the area of a bardic performance they receive a Will save (DC 10 + half of the bard’s level + his Charisma modifier) to negate the effect for the next 24 hours.
Inspire Cowardice (Su): At 1st level, a cacophonist can use his performance to inspire cowardice in his enemies, undermining them against fear and hampering their combat abilities. To be affected, an enemy must be able to perceive the cacophonist’s performance. An affected enemy receives a -1 penalty on saving throws against charm and fear effects and a -1 competence penalty on attack and weapon damage rolls. At 5th level, and every six cacophonist levels thereafter, this penalty increases by -1, to a maximum of -4 at 17th level. Inspire cowardice is a mind-affecting ability. Inspire cowardice can use audible or visual components. The cacophonist must choose which component to use when starting his performance.
Inspire Inadequacy (Su): A cacophonist of 3rd level or higher can use his performance to hinder an enemy at a task. The enemy must be within 30 feet and able to see and hear the cacophonist. The enemy gets a -2 penalty on skill checks with a particular skill as long as he continues to hear the cacophonist’s performance. This penalty increases by -1 for every four levels the cacophonist has attained beyond 3rd (-3 at 7th, -4 at 11th, -5 at 15th, and -6 at 19th). Certain uses of this ability are infeasible, and may be disallowed at the GM’s discretion. A cacophonist can’t inspire inadequacy in himself. Inspire inadequacy relies on audible components.
Inspire Mediocrity (Su): A cacophonist of 9th level or higher can use his performance to inspire mediocrity in an enemy within 30 feet, granting extra fighting ineptness. For every three levels a cacophonist attains beyond 9th, he can target one enemy while using this performance (up to a maximum of four at 18th level). To inspire mediocrity, all of the targets must be able to see and hear the cacophonist. A creature inspired with mediocrity lowers their maximum hit points by 2 Hit Dice (d10s), apply the target’s Constitution modifier, if any, to these penalty Hit Dice, a -2 penalty on attack rolls, and a -1 penalty on Fortitude saves. The penalty to Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire mediocrity is a mind-affecting ability and it relies on audible and visual components.
Disruptive Performance (Su): A cacophonist of 12th level or higher can use his performance to create an effect equivalent to the darkra spell, using the cacophonist’s level as the caster level. In addition, this performance adds the fatigued, sickened, or shaken condition to all those affected, chosen by the cacophonist at the time of casting. Using this ability requires 4 continuous performances, and the targets must be able to see and hear the cacophonist throughout the performance. Disruptive performance relies on audible and visual components.
Inspire Timidness (Su): A cacophonist of 15th level or higher can inspire tremendous timidness in an enemy within 30 feet. For every three cacophonist levels the character attains beyond 15th, he can inspire timidness in one additional enemy. To inspire timidness, all of the targets must be able to see and hear the cacophonist. Inspired creatures gain a -4 penalty on saving throws and a -4 penalty to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire timidness is a mind-affecting ability that relies on audible and visual components.
Funeral Ballad (Su): Once per day, a cacophonist of 18th level or higher can use his performance to create an effect equivalent to circle of death, using the cacophonist’s level as the caster level. Using this ability requires 10 rounds of continuous performance, and the target must be within 10 feet of the cacophonist for the entire performance. Funeral ballad relies on audible and visual components.
This ability modifies bardic performance and replaces inspire courage, inspire competence, inspire greatness, soothing performance, inspire heroics, and funeral ballad.
During battle, the cacophonist exhorts his enemies with words of discouragement and unwillingness. This affects all enemies within a 30-foot radius centered on the cacophonist, and deals 1d6 non-elemental damage, plus 1d6 additional points of damage for every two bard levels beyond 2nd (2d6 at 4th, 3d6 at 6th, and so on). A cacophonist may use uninspiring a number of times per day equal to 3 + his Charisma modifier. This is a move action and does not provoke an attack of opportunity. This is a language-dependent ability.
This ability replaces inspiration.
Remove Move Action (Su)
Starting at 3rd level, a cacophonist can direct and unmotivate his enemies to act slowly. Once per day, as a move action, he may prevent move actions from being taken by any or all of his enemies within 30 feet until the start of the cacophonist’s next turn. Each of the affected enemies receive a Will save (DC 10 + half of the bard’s level + his Charisma modifier) to negate the effect for the next 24 hours. At 7th level, a cacophonist gains the ability to prevent move actions to his enemies twice per day. The frequency increases to three times per day at 11th level, four times per day at 15th level, and five times per day at 19th level.
This ability replaces grant move action.
Major Noisy Aura (Su)
Beginning at 4th level, a cacophonist can project a major noisy aura in addition to his minor noisy aura. A major noisy aura makes enemies add -1 penalty to certain rolls. This penalty improves by -1 at 8th, 12th, 16th, and 20th level.
- Attract the Elements: The cacophonist’s enemies take additional damage from magical attacks equal to the penalty the aura provides.
- Sensitive Troops: Penalty on all saves.
- Tender Soldiers: The cacophonist’s enemies take additional damage from physical attacks equal to the penalty the aura provides.
- Unmotivated Ardor: Penalty on damage rolls.
- Unmotivated Attack: Penalty on melee attack rolls.
- Unmotivated Care: Penalty to Armor Class.
- Unmotivated Urgency: Enemies’ move speed is decreased by 5 feet × the amount of penalty the aura provides.
- Unsteady Hand: Penalty on ranged attack rolls.
This ability replaces major aura.